The Kamayuk is countered by Archer, Crossbowman and Scorpion. It is a Infantry / Anti-Cavalry / Unique unit, available to the Incas.
Kamayuk stats
The Elite Kamayuk upgrade changes the values marked below. Everything else — cost, class and the civilization bonuses that apply — stays the same.
| Stat | Kamayuk | Elite |
|---|---|---|
| | 70 | 80 |
| | 7 / 2s | 8 / 2s |
| | 0 | 0 |
| | 1 | 1 |
| | 1 | 1 |
| | 0 | 1 |
| | 1 | 1 |
| | 4 | 5 |
| | 10s | 10s |
What counters the Kamayuk?
The Kamayuk is weak against Archery Units and Gunners.
Hard counters deal bonus damage against this unit — they beat the Kamayuk even at a cost disadvantage. Soft counters win the fight through cost-efficiency or mobility, without a dedicated bonus.
| Counter | Type | Why it works |
|---|---|---|
| | hard | Pierce damage – Kamayuks have low pierce armor |
| | hard | Pierce damage |
| | hard | Area pierce |
| | hard | Anti-infantry |
| | hard | Pierce damage |
What does the Kamayuk counter?
The Kamayuk is strong against Cavalry and Infantry.
Unit lines the Kamayuk has a damage bonus against
Civilizations that improve the Kamayuk
18 civilizations have a bonus or unique technology that affects this unit.
Armenians
- Fereters (unique tech): Infantry (except Spearman-line) +30 HP; Warrior Priests heal +100% faster
Aztecs
- Garland Wars (unique tech): Infantry +4 attack
Burmese
- Infantry +1/+2/+3 attack in Feudal/Castle/Imperial Age
Celts
- Infantry moves +5/10/15/20% faster in Dark/Feudal/Castle/Imperial Age
- Stronghold (unique tech): Castles and Watch Tower-line attack +33% faster; Castles heal allied Infantry in a 7 tile radius
Dravidians
- Wootz Steel (unique tech): Infantry and Cavalry attacks ignore armor
Goths
- Infantry costs -15/20/25/30% in Dark/Feudal/Castle/Imperial Age
- Infantry +1/+2/+3 attack vs. buildings in Feudal/Castle/Imperial Age
Inca
- Fabric Shields (unique tech): Kamayuks, Slingers and Champi Warriors +1 melee/+1 pierce armor
Japanese
- Infantry attacks +33% faster starting in Feudal Age
Khitans
- Lamellar Armor (unique tech): Infantry and Skirmishers reflect 25% melee damage back to the attacker
Koreans
- Ranged Soldiers and Infantry cost -50% wood
Malay
- Infantry armor upgrades free
Malians
- Barracks Units +1/+2/+3 pierce armor in Feudal/Castle/Imperial Age
Mapuche
- Infantry, Slingers and Skirmishers +5/10/15 HP in Feudal/Castle/Imperial Age
Romans
- Infantry armor upgrade effects are doubled
Slavs
- Druzhina (unique tech): Infantry deals trample damage
Teutons
- Barracks and Stable Units +1/+2 melee armor in Castle/Imperial Age
- Crenellations (unique tech): Castles +3 range, garrisoned Infantry fires arrows
Vikings
- Infantry +20% HP starting in Feudal Age
- Chieftains (unique tech): Infantry +5 attack vs. Cavalry, +4 vs. Camel Units; generate +5 gold when defeating Villagers, Trade Units and Monks
Wu
- Infantry regenerates 10/15/30 HP per minute in Feudal/Castle/Imperial Age
For the strategy behind these matchups — when to build counters, how to mix them and which civs do it best — see the Unique Unit Counters guide.
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